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Anyone playing 4e at the moment?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8180118" data-attributes="member: 82106"><p>The only thing I am not really fond of with 4e's system is just the sheer proliferation and fiddliness of effects and such. IMHO the whole action adventure thing is improved by streamlining the system some and relying more on 'natural advantages' like surprise and terrain (cover, concealment, height advantages, flanking, etc. which were rather deemphasized in 4e's system. Consider the huge advantages of flanking in Chainmail, a unit which is taken on a flank while engaged on the front is almost 100% doomed. I don't even care what the difference in quality of the troops is, it is a very bad situation. </p><p></p><p>HoML goes in this direction, there are a lot less effects and bonuses, and they are mostly standardized and operate in a straightforward "whomever does X gets Y (where Y is almost always 5e-style advantage)." Combat goes a lot faster. The increased pace creates a greater sense of dramatic action. Tactics are more 'natural' and less "lets exploit this trait of the action/turn system and this and that bonus/duration/effect wording to get something." Since things move faster you simply do more 'stuff' in a given session and end up with the same number of interesting tactical situations to deal with, but there is more variety in the fiction part of it.</p><p></p><p>In fact in HoML 2.0 I am thinking that the system will be "all dice are rolled by players" and any attack you suffer will be resolved as a check to use a 'defense', which instead of a NAD style thing will be an active power-like thing, keyed to an ability score (or maybe more than one potentially, it will be flexible). Obviously not every defense will work for every possible type of attack, and players will optimize on defensive strategies that leverage their best ability scores, etc. However these defense powers can also have other effects/implications, so it makes a more interesting and varied setup. </p><p></p><p>This kind of development is why 5e frustrates me, because it could have done this kind of stuff instead of wimping out and being basically just a retread of 2e conceptually (which wasn't even a very good game IMHO).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8180118, member: 82106"] The only thing I am not really fond of with 4e's system is just the sheer proliferation and fiddliness of effects and such. IMHO the whole action adventure thing is improved by streamlining the system some and relying more on 'natural advantages' like surprise and terrain (cover, concealment, height advantages, flanking, etc. which were rather deemphasized in 4e's system. Consider the huge advantages of flanking in Chainmail, a unit which is taken on a flank while engaged on the front is almost 100% doomed. I don't even care what the difference in quality of the troops is, it is a very bad situation. HoML goes in this direction, there are a lot less effects and bonuses, and they are mostly standardized and operate in a straightforward "whomever does X gets Y (where Y is almost always 5e-style advantage)." Combat goes a lot faster. The increased pace creates a greater sense of dramatic action. Tactics are more 'natural' and less "lets exploit this trait of the action/turn system and this and that bonus/duration/effect wording to get something." Since things move faster you simply do more 'stuff' in a given session and end up with the same number of interesting tactical situations to deal with, but there is more variety in the fiction part of it. In fact in HoML 2.0 I am thinking that the system will be "all dice are rolled by players" and any attack you suffer will be resolved as a check to use a 'defense', which instead of a NAD style thing will be an active power-like thing, keyed to an ability score (or maybe more than one potentially, it will be flexible). Obviously not every defense will work for every possible type of attack, and players will optimize on defensive strategies that leverage their best ability scores, etc. However these defense powers can also have other effects/implications, so it makes a more interesting and varied setup. This kind of development is why 5e frustrates me, because it could have done this kind of stuff instead of wimping out and being basically just a retread of 2e conceptually (which wasn't even a very good game IMHO). [/QUOTE]
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